userandrecancel

12,539 Commits over 3,806 Days - 0.14cph!

4 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
4 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
4 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
4 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
4 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
4 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
4 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
4 Years Ago
Merge from main/Workcart
4 Years Ago
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
4 Years Ago
Train tunnel prevent building volumes
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed world not properly spawning on first connect
4 Years Ago
Compile fix
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed robocopy exit code handling (wtf)
4 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
4 Years Ago
Merge from main/Workcart
4 Years Ago
Committing everything that changed from a game manifest update (build times)
4 Years Ago
Use robocopy instead of xcopy Since xcopy has a 254 character path length limit
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed gas mask itemid
4 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
4 Years Ago
Merge from main/Workcart
4 Years Ago
Network++ Save++
4 Years Ago
Merge from main
4 Years Ago
Reapplying 58855 since it was probably not causing any problems after all
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
4 Years Ago
Spawn up to 20 tunnel entrances
4 Years Ago
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes Added additional road type modes to PlaceMonumentsRoadside
4 Years Ago
Better tunnel entrance road nodes for slightly more distance to the road itself
4 Years Ago
Slightly better tunnel entrance splat map (still programmer art)
4 Years Ago
Better tunnel entrance terrain anchors
4 Years Ago
Better grid snapping for dungeon entrance
4 Years Ago
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances Tunnel entrances are now also under "Dungeon" hierarchy
4 Years Ago
Tunnel entrance now has DungeonInfo component
4 Years Ago
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
4 Years Ago
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